I thought I'd look into some numbers what it took for me to make this track:
Total project folder size: 68.9GB
Out of which textures are 60%
Blender files is about 20% which also includes many previous versions.
And the rest is mostly various reference image files. And then some txt files.
Main blender file size: 645MB
Total number of textures: about 160. Not all are used anymore but each of them was hand made at some point.
I am not into photography so this makes the project size probably smaller than the track projects of those people who took lots of photos. Photos can add up very quickly I'd imagine.
How much time? If we assume one hour per one texture which on average might be true you get 160 hours just in textures. Driving on the track is a more diffucult to estimate but from content manager I know that I have driven at least 6000 kilometers. That is about 1130 completed laps. Assuming average lap time of 2 minutes you get 38 hours. If you start from pits and sometimes crash out that 38 hours is a pretty low estimate. Especially considering I had not switched to cm when I started making the track. Then you have time spent watching tutorial videos, searching for reference and material pics, learning ac track making and trying new software. Let's say 40 hours spent there.
That puts us already at 238 hours and that does not include any 3d work. And for sure the 3d work is the biggest time sink. Maybe another 400 hours? So 638 hours in total. 100 days 6 hours per week? Oldest file I have my hard drive in this project folder is from 14th of june 2018. Sounds about right as it was thereabouts I started this project. So about two weeks ago it was the 1 year anniversary for this project. And while june 2019 release won't happen I am optimistic this will be out next month. That would put my daily average to 1.8 hours every day.
The track has changed during this time a lot too. A lot more in the beginning but as the design matured I made conscious effort to leave it alone. Here is a quick image I made that shows the track layout changes:
As you can see the original track layout looked very different. While not visible in the pic it had much steeper elevation changes and lots of corners that looked great on paper but don't really work out once you try to put a race car through them. The main thing that killed the first version is the tunnel that went under the pit area. This also created issues with elevations because to go go under the pit area you needed the track be lower which meant that all corners between turn 1 and the tunnel were downhill. Not to mention the headaches of building that in 3d!
So in second version I simply mirrored and rotated the first corners to avoid having tunnels. I know eerybody loves a good tunnel in a race track but it just didn't work out. After that I wanted to look at different layouts. I knew I wanted more than one but I did not want to add a nordschleife or sudschleife to the track. The idea was to have one short layout and one fast one in addition to the main layout. So those were added to version 3.
One of my goals was to keep the track length somewhere between 4 and 5 kilometers. 6 is too much and 7 is almost hopeless for a fantasy track. I did fail at this as the full layout turned out to be 5.2 kilometers long. But it was almost 7 kilometers long at version 3. And to make things worse those first corners were very slow and boring in anything that had more than 300bhp. So I just deleted the horseshoe bit and brought the first corners closer to s/f line and that's how we got to 4.
This created one more issue that was the main straight. It was a bit too short so I had to make it longer (again). This also made the straight behind the pit area longer. I really really like the turn 2-3-4 area of the track now. It really flows well and you can just keep attacking it to brake deeper and gain time. But if go just too fast you end up in the gravel trap. The track definitely starts with a high note with the fast turn 1 and then the fast but technical turn 2-3-4. After that 5th version I added couple of turns and made the track narrower. The main issue with the current track is that it has no room in the pits as the backstraight squeezes the pit area to this long narrow space. The good thing is that f1 will never visit here because of that! Here's an image showing the track as it is now:
You can also watch onboard laps of the different versions here:
https://www.twitch.tv/simvids/videos
I'll see if I can make a video of the first first version with the tunnel. It was very ugly thing back then.
This project sort of started when I one day looked at ac and thought about how difficult it is to make a track for ac. So I watched some blender tutorials (curve and array modifiers) and started working. Only after maybe couple of hours I was driving on the track in ac. It was just a proof on concept at that point. Basically a deformed oval (that quickly started becoming more complex). But it was surprisingly easy to get going. The documentation is pretty good, there are excellent user made tutorials and posts describing various things and the ac sdk is pretty amazing as well. Ac is very error resilient and has very few hard stops that stop a car or track loading into the game I've found.
You may wonder how did I get to the first version. The thing is I made an rf1 track about 10 years ago in bob's track builder:
Those with keen eyes can surely spot some similarities. (Turn the image upsidedown.) The first turns were very similar and it also has that tail before last corner. Start/finish straight is in the same place but on the other side of the track.
In the end the rf track was more of an inspiration than anything more than that for this project though. At one point I thought about making a conversion but decided I wanted to make some changes. A lot of them. In the end I took some corners, took elevations from some spots and tried to get rid of the bad spots. Try to make something different as well. And then worked from there. In the end everything that came from that rf track is the basic sketch for the layout. It gave me excellent starting point as I had something usable and drivable very quickly in ac.
I still have the rf track files. It was a real release back then. Not a project that sort of died. You can even go back in my post history to find the making of and release threads for it. Back then rd did not host files so the images and videos are dead. But I just checked and the download link there still works.
There are still some issues and missing things and one of them is corner names. If you have suggestions then look at the map below and post here if you have ideas for certain corners or just corner names in general:
All the numbered corners are fair game. I'll choose the best suggestions and use them for the track.